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Changelogs
Version 1.403a
Updated the mod to be compatible with game version 1.2.0-345R
Version 1.402b
Updated the mod to be compatible with game version 1.1.0-303R
Version 1.402a
Completed the rest of the ModTek file conversions
Version 1.402
Forgot to include the updated files from the constants folder
Version 1.401
Fixed a few missing commas in some JSON files
Version 1.391
tutorial mission no longer non-completable due to the BJ-1 walk value change
Version 1.93
Fixed Infinite Movement statistic from jump jet divide by 0 error
Version 1.92
Updated the Mech Statistic info boxes to reflect mods changes to movement & weapon ranges
Version 1.91
Changed Bonus Crit values for + from 20% to 25% and ++ from 40% to 50%
ERPPC had incorrect damage values
ERSL had missing Bonus stats for +/++
ERML had missing Bonus stats for +/++
ERLL had missing Bonus stats for +/++
SPL had missing Bonus stats for +/++
MPL had missing Bonus stats for +/++
LPL had missing Bonus stats for +/++
Version 1.39
Updated the MechBay Statistics to show proper min/max pip bar values
Taught the AI to try & avoid turn stacking by allowing reserve actions for thier turn phases
Gave the AI tunnel vision as not to retaliate on another Mech if a focused fire primary target is still set by fellow lance mates
Informed the AI about kiting so as to prefer to seek out it's engagements as a proper lance
Sent the AI to Mech Academy to learn about protecting weak sides & how to utilise terrain advantages
Guts now gives pilots a free Standard Heat Bank followed by an upgrade to an Improved Heat Bank. Overheat Thresholds of 5/10 instead of 15/30
A to hit self value of -1 is applied if a Mech moves than fires. (An Ace pilot can avoid this by firing than moving)
The to hit self when sprinted value has been changed from -4 to -2
Bulwark now provides the same reduction to damage as taking cover. 25%
Piloting perk when maxed allows 3 extra evasive charges (up to the max of 6), bonus is 2+1
Applied a scale of 4:5 to movement values to allow for greater engagement times over longer distances
Version 1.37
removed non essential chassis files
Fixed the tactical ability to now give the proper boost values
Increased the AC/2 stab value from 40% base damage up to 80% its total base damage
Increased the AC/5 stab value from 40%base damage up to 60% its total base damage
Version 1.36
Added the missing movedef files that are required for the Mech Movement update
Version 1.35
Missiles accuracy was reduced for direct fire mode to account for the missing dice roll from TT (previously the mod only applied towards indirect fired missles)
All mech movements values have been updated to use CBT values (Walking Points Value*30)
Store scrap values have been increased to suitable levels to closely match the games stock mech store value
Pilot View/Radar ranges increased by value of 50 to accommodate for medium range engagements
Version 1.33
Corrected the ingame info fields on the updated ammo bins
Stability damage has been scaled to 40% of the weapons actual damage output
+,++,+++ Rares are scaled from the TT stock values but only +++ can match or even succeed some SLDF/LosTech
Version 1.21
Fixed an incorrect comma that resulted in a null field error from the small stock laser
Version 1.9
Updated (+/++) weapon stats for unique story mode mech weapons to fall in line with the balance of other +/++ weapons
half ton MG ammo updated to correct price
Version 1.8
Split apart game components this is now base game only
Version 1.7
Finally got all the Heavy Metals weapons converted to their CBT vaules
Version 1.6b
Flashpoint Mechs Movement Updated
Heavy Metal Mechs Movement Updated
Urban Warfare Mechs Movement Updated
DLC ammo box count + prices Updated
Version 1.6a
Fixed JSON error that was resulting in load errors
Added NMM support
Version 1.6
Updated for game versions 1.9 - 1.9.1-686R
New +/++ MG variants have been balanced to fit in with the other +/++ weapons
Latest game update Mechs have been tabletop fixed
Version 1.5.11h
Hotfix for Mechlab null field error
Version 1.5.11
Updated mod to be compatible with MechEngineer/CustomComponents
Version 1.5.1
Eliminated the need to download an extra file to manually update the BlackJack values.
Version 1.5
Updated the mod to be compatible with game versions 1.5.0-473R & 1.5.1-477R
Converted to ClassicBattleTech various values for the CP, CRB, FLE &HCT Mechs
Converted to CBT various values for the Pulse Laser, & ER Laser & ER PPC +/++ weapon models
Removed incompatible bulwark tweaks since pilot skills received a major rework since the last revision of this mod
Version 1.4
Updated the mod to be compatible with game version 1.1.0-303R
Updated some minor text inaccuracies
Converted Mod to use BTML and ModTek
Version 1.3
Weapons have correct range & prices
Ammo Bins have correct # of rounds
Missiles got tweaked to accommodate for extra TT to hit roll
Tactical perk updated to for above mentioned change
Mech movement calculates correct heat values for idle/jumps/walk/sprints
Floating point have been removed in some weapons to utilize standard integers
Version 1.2
Reverted the heat scale back to the default 3:1 ratio but kept default 5:1 ratio for the damage. This allows less files to be changed specially everything in the heatsinks directory can remain vanilla
HeavyMetal: Doubled Inferno HEat damage (was only counting towards 1 missile instead of two)
Version 1.1
Corrected the Internal Fusion Engine Heat Sinks to utilize the same 5:1 ratio that v1.0 used
Corrected TAG heat for HeavyMetal
Flashpoint: Cyclops 10-z meh part cost had an error of an extra 0 at the end
Version 1.0
v1.0 Initial mod that matched Damage & Heat values to reflect CBT TechManual readouts (p.341-p.343) to a scale of 5:1
Most of the stock game had made numerous changes which deviated from the Classic BattleTech TableTop values. This Balance Overhaul mod is an attempt to correct those deviations as well as address a number of other balance issues (an AI overall). This is for those who want a balanced pace to the game but don't want to run a major overhaul like RT or BEX.
Gameplay Revisions
All stock weapons have been rebalanced for damage, heat, price and range values via Classic BattleTech values. *
Rares (+,++,+++) rarity scaled by number of pluses (+) and the buffs are scaled from the stock weapons whereas only +++ can match or even surpass some SLDF/LosTech (AC as an example where the +20 Dmg & +20Stab boon was originally across every calibre is scaled so that the AC20 receives the +20Stab/+20Dmg while AC10 is 10/10, AC5 is 5/5 and AC2 is +2 Stab/+2 Dmg.)
Pilot View/Radar ranges increased to accommodate for better medium range engagements
Stability damage on weapons has been scaled to afflict 40% of the weapons actual damage output **
Missiles accuracy was reduced to accommodate for the extra to hit roll in TableTop (by a value of 1 via direct los fire and 2 for indirect fire)
Pilots Tactical perk for indirect fire support was updated so that the max level retains the ability to nullify the indirect fire penalty
Pilots Piloting perk allows 3 extra evasive charges (up to the max of 6), bonus is 2+1 to give lighter Mechs a reason to stay on the field Mid-Late Game
Pilots perk Bulwark provides the same benefit as if the Mech seeked cover. 25% reduction instead of 50%. (Applicable only for version 1.4 and under)
All ammo bins have been tweaked to hold the correct # of rounds. (Some held less than what they were suppose to be providing)
Mech movement updated to use the correct heat values (Mechs were previously jumping around 60% the heat penalty and didn't generated 0 heat when moving. Now mechs will generate full Jump Jet heat, while moving generates half the heat value of a sprint)
Mech movement speeds updated to use Walking Points Value*24
Mech movement applies a -1 to hit value (An Ace pilot will avoid this if firing than moving.)
Mech movement to hit self on sprints is reduced from -4 to -2
Taught the AI to try & avoid turn stacking by allowing reserve actions for their turn phases
Gave the AI tunnel vision as not to retaliate on another Mech if a focused fire primary target is still set by fellow lance mates
Informed the AI about kiting so as to prefer to seek out it's engagements as a proper lance
Sent the AI to Mech Academy to learn about protecting weak sides & how to utilise terrain advantages
Store scrap values have been changed to closely match stock store mech prices. (Previously you could acquire a Mech 70% off by buying up scarp. Now mech scrap purchase prices fall in line with the games default store value minus 1 scrap cost to account for Yang having to assemble it when you already pay his wages) [Note this is set up for default 5 scrap pieces.]
Flamers are changed in that TT rules a player is to declares if they are doing heat OR damage values. Since that isn't an option in the game, flamers always deal heat damage. Ammo has been bumped to 100 (I crash the game when trying to make it unlimited like it is supposed to be).
Weapons that deal no physical mech damage in TT like Tag, Inferno, NARC, Flamers, etc. are set to deal a single point of damage due to engine restrictions that result in crashes if damage is set to null/0
Snub Nose PPC in TT is suppose to scale damage based on range of impact. In game this is not possible so the damage value was set to the maximum value.
*For those of you who want to check value changes and don't own the tech readouts you can also look up stuff on Sarna. The game scale set by the devs over TableTop values are as follows, Damage 5:1, Heat 3:1, Speed 24:1, Range 30m = 1Hex. So as an example; Medium Laser that would do 5 dmg giving 3 heat in TT translates to 25 dmg giving 9 heat into game with this mod. **Autocannons 2 & 5 inflict stab damage at 80% & 60% of the weapons actual damage outputs. Changes on these two weapons is due to the limited engagement range in the game, by slightly bumping the stab values on these weapons players should get more 'snipping' opportunities from the increased called shots (Do note that the overall stab of these even after getting a bump up from 40% is still LOWER than stock game values.)